#pragma once
#include "GDxPreInclude.h"
#include "GRendererInfra/GRiVertex.h"

class GDxVertex:public GRiVertex
{
public:
	
// 	inline static const D3D11_INPUT_ELEMENT_DESC VertexPos:[1] = {
// 	{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
// 	};
// 
// 	inline static const D3D11_INPUT_ELEMENT_DESC VertexPosColor[2] = {
// 		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
// 		{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
// 	};
// 
// 	inline static  const D3D11_INPUT_ELEMENT_DESC VertexPosTex[2] = {
// 		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
// 		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
// 	};
// 
// 	inline static const D3D11_INPUT_ELEMENT_DESC VertexPosSize[2] = {
// 		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
// 		{ "SIZE", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
// 	};
// 
// 	inline static const D3D11_INPUT_ELEMENT_DESC VertexPosNormalColor[3] = {
// 		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
// 		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
// 		{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }
// 	};
// 
// 	inline static const D3D11_INPUT_ELEMENT_DESC VertexPosNormalTex[3] = {
// 		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
// 		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
// 		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }
// 	};

	inline static const D3D11_INPUT_ELEMENT_DESC VertexPosNormalTangentTex[4] = {
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TANGENT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 40, D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};

};

